switching coordinate systems doesn't have any effect other than changing the orientation of the gizmo. I do think there's an issue in editable poly where local space coordinate system gets out of synch with what you think are the vertex/edge normals - this only seems to occur in edge and vertex mode whereas with faces the…
Yes, it calculates the average plane for every loop it works on, and is not affected by active Axis Constraints. It could be an option, triggered pressing a modifier key like CTRL or SHIFT while starting the calculation. I can work on it if you consider it important, but the top priority is to make it work bug-free on…
Yeah but it's a bit tricky. Use "use transform coordinate center" lock your selection (spacebar) (also juste before locking you might want to hover a scale/rotate/axis to constraint the transformation) activate the snap (s key) with whatever option you want (face/edge/vert) Hover a vert/edge/face whatever, and…
This is the same as you asked in the Zbrush thread and the answer is the same :smile: What you're asking requires the geo to detect intersecting geo and simulate a collision. The verts can't just 'know' where other verts are inherently. Some sort of collision detection parameters have to be set up in the form of a…
I've wrapped up my work on this project! Finished the shots Feb. 15th, as planned, and then took some time off before making a little music video. Originally, I had planned on making my own environment/cockpit scene. Due to time constraints, I had to fall back on pre-made assets though, as I didn't want to rush the…
Sweet! looking forward to starting this, but I still haven't finished last months. since were dealing with foliage, I'm hoping someone can tell me how do I make a polygon/mesh always face the camera/player in UDK? in 3DS max it would be a look at constraint, but I don't know if UDK has something like that, I know game…
Like many have said in this thread, don't concern yourself with the act of re-topology at this moment. Do some tests. Really simple scenarios where you aren't working with anything of importance. That way you don't have to worry about having to rework anything like you mentioned before. Figure out what works for each…
We're talking about an asset that will probably always be mostly concealed by the hand of the person holding it. The actual pin portion of the safety pin was modeled. When is anybody ever going to see this? If an artist brought this to me, as a supervisor, I would likely reject it and show them areas that would easily go…
Probably not many animators here, but Motion Path's is a pretty big deal for me. I've been using 2018 for a few months and I rarely open the Curve Editor. It doesn't support frozen transform, but all my rigs have dynamic parenting so I just parent constraint to an unfrozen object. The UI got so much work done. I just wish…
While that's technically correct, there's a lot more to how light works in the real world than in games, since our engines aren't that advanced yet. If they were, we'd be using all flat texture maps with no AO in any of them. But in games we still need to do hacks to make things look like they do in the real world, even if…